Difference between revisions of "Industry"

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{{Template:Industry_Links}}{{Work in Progress}}
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{{related class|Industry (CORE class)}}
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{{Industry Links}}
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'''Industry''' is a catch-all term for all the industrial activities within EVE: mining, gas huffing, manufacturing, researching, invention, reprocessing, and reverse engineering.
  
Industry is an expansive topic within Eve and to newer players it can be overwhelming. This page provides an overview of some of the Industry-related pages in this wiki.
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Industry is vitally important to the EVE economy and activity, as without industrial-minded players building the ships and modules and ammunition required for PvE and PvP combat, combat-minded players could not function. Virtually none of these items are seeded on the market; almost everything in EVE is player-built (you can identify NPC sell orders on the market by their >300 day duration).
  
== Manufacturing ==
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Industry can be roughly split to two aspects: Acquiring materials for production and producing items from materials.
  
[[Manufacturing]] is, in short, to produce items from blueprints and materials. This includes several complex operations such as Research, Copying, Invention and Reverse Engineering. New Eden is a massive world with a huge population forming a capitalistic market. This means there is very limited state controlled production(NPC) of any kind. Most items are manufactured by players, with certain important exceptions: 
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This page shows you a general introduction industry. For further details on mining, manufacturing, research, invention and other aspects of industry, see the links in the box to the right.
  
* Skillbooks (seeded daily to school stations or through LP stores)
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== Production ==
* T1 BPOs (similar to skillbooks)
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Production refers to everything you can do with a [[blueprint]] in the Industry window: manufacturing of items, time efficiency and material efficiency research of blueprints, blueprint copying, invention, and reverse engineering. Production is a vital part of the EVE Online economy, and can be carried out in any security space, in any station with the appropriate facilities or in an [[Upwell structure]] with the necessary service modules.
* Datacores (used for T2 and T3 research; obtained in a time-limited way from R&D agents/missions).
 
* Named/Officer/Deadspace modules (loot from missions).
 
  
Faction items (Caldari Navy Raven, etc.) are a mix of player and NPC production -- some items can be purchased through LP stores as blueprints.
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{|class=wikitable style="width: 900px; background: #111111;"
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|-
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|[[File:Empty bpo.png|26px|link=|]]
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|'''[[Blueprints]]''' are the base of production in EVE. They can be directly used for T1 production, researched to make them better for T1 production, copied or used for invention for T2 production.
  
Note that the supply of the last 4 items on the list is generally constrained by two factors: (a) how many missions are run, and (b) how often the item is provided as mission loot.  Skillbooks and blueprints appear to be sold in a manner that maintains price stability and high availability.
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|-
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|[[File:Icon Manufacturing.png|link=|]]
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|'''[[Manufacturing]]''' You have a blueprint or a blueprint copy. The next step is to manufacture the item.
  
The wide availability of meta-1 through meta-4 modules is viewed by many as a major economic problem in EvE, since any of these are superior substitutes to T1 manufacture, which produces Meta-0 items. Indeed, many meta-4 modules are superior to the T2 variants.
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|-
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|[[File:Icon ResearchMaterial.png|link=|]]
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|'''[[Research]]''' allows improving the material efficiency or time efficiency of a T1 blueprint original. This allows you to make the item with fewer materials or in less time.
  
T2 manufacture is a more complex venture, requiring more skills, different materials, increased infrastructure, and good luck.  Individual items are worth more, but costs are much higher as well.  
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|-
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|[[File:Icon Copying.png|link=|]]
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|'''Copying''' is the process of making limited run copies off of a blueprint original. The copies retain the ME and TE research level of the original blueprint.
  
T3 manufacture is more complex yet, with a different set of inputs and months of skill training to do the whole process -- but again, the potential for profit is higher. It also rates its own article, [[Tech 3 Production]].
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|-
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|[[File:Icon Invention.png|link=|]]
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|'''[[Invention]]''' is the process of making T2 blueprint copies off of a T1 blueprint original.
  
== Mining ==
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[[Mining]] is the profession of extracting ore from asteroids; these ores can then be refined into minerals that are the basis of all production in EVE. It is one of the few professions that is immediately available to beginning players and most EVE industrialists started their careers by mining. Mining is perhaps the most economically safe professions in EVE; losing mining ships or being podded is uncommon and minerals are always in demand. Your greatest threat is often "[[Can Flipping|Can Flippers]]" - make sure you understand their motives and how to deal with them.
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|[[File:Icon ReverseEngineering.png|link=|]]
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|'''[[Tech 3 Production]]''' is the process of making tech 3 ships.
  
Most miners start with the ORE mining frigate, the [[Venture]], before progressing on to [[Mining Barges]] and [[Exhumers]]. After that, a lot of players move on to flying an [[Orca_Guide | Orca]], perfecting their [[refining]] skills, or perfecting their mining skills. Many miners move on to [[Ice Mining|ice]] or [[Gas Cloud Mining|gas]] mining. If you're thinking of heading into low/nullsec space, then make sure you understand the [[EVE University Rules#HiSec.2C_LoSec.2C_NPC_NullSec.2C_Claimable_NullSec_and_W-space|University's Rules]] and know which areas you are allowed to go as a neutral E-Uni member and to increase your chances of survival.
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|-
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|[[File:Icon reaction.png|link=|]]
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|'''[[Reactions]]''' is the process of refining raw moon ore or gas into a form that can be used for manufacturing.
  
"[[Creating_an_Alt_Miner|Creating an Alt Miner]]" is a good plan for creating a new alt with the skills to fly an [[Exhumers|Exhumer]] within the introductory 51 days of an activated 'buddy account'. It can also be used as a guide for what skills a player would need to develop to be able to start flying higher-level mining ships, although you need to be able to afford some expensive skills and implants up front to get the best out of it.
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|}
  
[http://www.eveonline.com/iNgameboard.asp?a=topic&threadID=434899 Halada's Complete Miner's Guide] is a reference source for most mining information, with the mathematical foundations and most topics of mining covered in good detail.
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=== Industry window ===
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The industry window can be found in the [[neocom]] menu. This is the window that is mainly used for industry.
  
=== Refining ===
 
As a new miner, be wary of [[refining]] ore for yourself. As a new player, your skills and corporation standing will be so low that the refining wastage is very high. You should check if you could earn more money by selling the ore raw, and the best option is to get someone else - who has [[Perfect Refine List|perfect refine]] -  to refine them for you. If not, keep stacking. If you have access to a [[POS Refining|POS to refine with]] then some modules will give a higher base refine, allowing you to refine perfectly with lesser skills.
 
  
== Trading ==
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[[File:Industry window.png]]
[[Trading]] is all about selling high and buying low. Trading is a very good way to make money for those who have the knack, although it takes money to make money. Starting off with at least a few million ISK is recommended. Most trading is split into [[Station Trading]] and [[Hauling]].
 
  
==Planetary Interaction==
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In the '''Blueprints''' tab you can see your and your corporation currently owned blueprints, either originals (BPO) or copies (BPC), in any location. Use the drop-down boxes to view corp blueprints, or blueprints in other locations. Click the column headers to sort by that column. Faded-out blueprints are ones currently being used in a job. The cog in the top left of this section will let you show/hide blueprints that are currently in use. Note that with very large blueprint collections the blueprint list may simply fail to load.
The Tyrannis expansion opens up all planets in New Eden to industrialization. The Uni has a good guide for [[Planetary Interaction]] on this wiki, including manufacturing details and video guides.
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[[File:Facilities tab.png]]
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The '''Facilities''' tab gives you an overview of the industrial facilities available to you, both stations and upwell structures. Each of the activity icons has a red bar along the bottom of the it. This shows the System Cost Index, which can be expanded by mouseover. The system cost index is a rough indication to how much your job will cost, relatively, to install. The more of the icon is filled with the red bar, the more of that activity is being carried out in that facility, and thus the more expensive the production lines will cost.
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[[File:Jobs tab.png]]
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In '''Jobs''' tab you can view all of your and your currently-running jobs, plus their duration, end time, location, activity and similar useful things. Research jobs have blue duration bars, manufacturing jobs have yellow bars. You can also see jobs installed by people in your corporation, so long as they are using corporation-owned blueprints. You will need to use this tab to deliver completed jobs back to your hangar.
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== Resources ==
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All manufacturing requires materials to be obtained to use in the production process, and there are various sources of raw materials in New Eden that require harvesting, in order to gather these resources.
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{|class=wikitable style="width: 900px; background: #111111"
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|-
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|[[File:Icon minerals.png|26px|link=|]]
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|'''[[Mining]]''' is the profession of extracting ore and ice from asteroids; these can then be reprocessed into minerals that are the basis of virtually all production in EVE.
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|-
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|[[File:Icon reaction materials.png|26px|link=|]]
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|'''[[Moon mining]]''' is a special type of mining. Moon mining requires an engineering complex to break off chunks of a moon for mining. The high investment on the structure and potential threat on it means this is often an activity for a group of players.
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Moons are a vitally important source of raw materials for all T2 products, and some T1 products. To use the materials mined from the moon for anything they need to be refined through [[reactions]] first.
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|-
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|[[File:Icon items.png|26px|link=|]]
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|'''[[Gas cloud harvesting]]''' is another specialized form of resource gathering. The clouds found in low security space are used for [[medical boosters]] while the gas from wormholes is used for tech 3 ship production.
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|-
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|[[File:Icon salvage2.png|26px|link=|]]
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|'''[[Salvaging]]''' is finding useful items from wrecks. Any ship wreck in EVE Online can be salvaged to retrieve salvage materials. Salvage from normal wrecks is used for manufacturing [[rigs]]. Salvage retrieved from Sleeper wrecks on the other hand is used for manufacturing tech 3 ships.
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|-
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|[[File:Icon planetary materials.png|26px|link=|]]
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|'''[[Planetary Industry]]''' is the process of extracting useful materials from planets. Planetary Industry is an excellent source of passive income that can be managed remotely requiring physical interaction only for hauling products off the planet.
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|-
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|[[File:Reprocess.png|26px|link=|]]
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|'''[[Reprocessing]]''' is the process by which mined ore (and almost any item) can be turned into minerals. Various skills, different POS facilities, and station taxes will affect how much material is returned to you from reprocessing. It may not be profitable for you to reprocess some things if your skills are fairly low.
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Reprocessing is also used to decompress compressed ores.
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|-
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|[[File:Icon refined materials.png|26px|link=|]]
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|There are various sources of rarely used yet required items. These can be bought from NPC sell orders or found in specific sites. Dealing with them may be a bottleneck for a player trying to produce goods but also a high margin market for someone who knows where to look. Notable items include:
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* Datacores and Data decryptors from data sites. These items are vital part of T2 invention process.
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* Various pirate and ancient components found in data and COSMOS sites. These are required for storyline module manufacturing.
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* Commodities from NPC sell orders. Used in manufacturing and research of certain items. These items are rarely a problem as they can be bought in large quantities off the market.
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|}
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[[Category:Industry| ]]

Latest revision as of 10:41, 24 December 2023

E-UNI Emblem.png EVE University offers
a class on:


Industry is a catch-all term for all the industrial activities within EVE: mining, gas huffing, manufacturing, researching, invention, reprocessing, and reverse engineering.

Industry is vitally important to the EVE economy and activity, as without industrial-minded players building the ships and modules and ammunition required for PvE and PvP combat, combat-minded players could not function. Virtually none of these items are seeded on the market; almost everything in EVE is player-built (you can identify NPC sell orders on the market by their >300 day duration).

Industry can be roughly split to two aspects: Acquiring materials for production and producing items from materials.

This page shows you a general introduction industry. For further details on mining, manufacturing, research, invention and other aspects of industry, see the links in the box to the right.

Production

Production refers to everything you can do with a blueprint in the Industry window: manufacturing of items, time efficiency and material efficiency research of blueprints, blueprint copying, invention, and reverse engineering. Production is a vital part of the EVE Online economy, and can be carried out in any security space, in any station with the appropriate facilities or in an Upwell structure with the necessary service modules.

Empty bpo.png Blueprints are the base of production in EVE. They can be directly used for T1 production, researched to make them better for T1 production, copied or used for invention for T2 production.
Icon Manufacturing.png Manufacturing You have a blueprint or a blueprint copy. The next step is to manufacture the item.
Icon ResearchMaterial.png Research allows improving the material efficiency or time efficiency of a T1 blueprint original. This allows you to make the item with fewer materials or in less time.
Icon Copying.png Copying is the process of making limited run copies off of a blueprint original. The copies retain the ME and TE research level of the original blueprint.
Icon Invention.png Invention is the process of making T2 blueprint copies off of a T1 blueprint original.
Icon ReverseEngineering.png Tech 3 Production is the process of making tech 3 ships.
Icon reaction.png Reactions is the process of refining raw moon ore or gas into a form that can be used for manufacturing.

Industry window

The industry window can be found in the neocom menu. This is the window that is mainly used for industry.


Industry window.png

In the Blueprints tab you can see your and your corporation currently owned blueprints, either originals (BPO) or copies (BPC), in any location. Use the drop-down boxes to view corp blueprints, or blueprints in other locations. Click the column headers to sort by that column. Faded-out blueprints are ones currently being used in a job. The cog in the top left of this section will let you show/hide blueprints that are currently in use. Note that with very large blueprint collections the blueprint list may simply fail to load.


Facilities tab.png

The Facilities tab gives you an overview of the industrial facilities available to you, both stations and upwell structures. Each of the activity icons has a red bar along the bottom of the it. This shows the System Cost Index, which can be expanded by mouseover. The system cost index is a rough indication to how much your job will cost, relatively, to install. The more of the icon is filled with the red bar, the more of that activity is being carried out in that facility, and thus the more expensive the production lines will cost.


Jobs tab.png

In Jobs tab you can view all of your and your currently-running jobs, plus their duration, end time, location, activity and similar useful things. Research jobs have blue duration bars, manufacturing jobs have yellow bars. You can also see jobs installed by people in your corporation, so long as they are using corporation-owned blueprints. You will need to use this tab to deliver completed jobs back to your hangar.

Resources

All manufacturing requires materials to be obtained to use in the production process, and there are various sources of raw materials in New Eden that require harvesting, in order to gather these resources.

Icon minerals.png Mining is the profession of extracting ore and ice from asteroids; these can then be reprocessed into minerals that are the basis of virtually all production in EVE.
Icon reaction materials.png Moon mining is a special type of mining. Moon mining requires an engineering complex to break off chunks of a moon for mining. The high investment on the structure and potential threat on it means this is often an activity for a group of players.

Moons are a vitally important source of raw materials for all T2 products, and some T1 products. To use the materials mined from the moon for anything they need to be refined through reactions first.

Icon items.png Gas cloud harvesting is another specialized form of resource gathering. The clouds found in low security space are used for medical boosters while the gas from wormholes is used for tech 3 ship production.
Icon salvage2.png Salvaging is finding useful items from wrecks. Any ship wreck in EVE Online can be salvaged to retrieve salvage materials. Salvage from normal wrecks is used for manufacturing rigs. Salvage retrieved from Sleeper wrecks on the other hand is used for manufacturing tech 3 ships.
Icon planetary materials.png Planetary Industry is the process of extracting useful materials from planets. Planetary Industry is an excellent source of passive income that can be managed remotely requiring physical interaction only for hauling products off the planet.
Reprocess.png Reprocessing is the process by which mined ore (and almost any item) can be turned into minerals. Various skills, different POS facilities, and station taxes will affect how much material is returned to you from reprocessing. It may not be profitable for you to reprocess some things if your skills are fairly low.

Reprocessing is also used to decompress compressed ores.

Icon refined materials.png There are various sources of rarely used yet required items. These can be bought from NPC sell orders or found in specific sites. Dealing with them may be a bottleneck for a player trying to produce goods but also a high margin market for someone who knows where to look. Notable items include:
  • Datacores and Data decryptors from data sites. These items are vital part of T2 invention process.
  • Various pirate and ancient components found in data and COSMOS sites. These are required for storyline module manufacturing.
  • Commodities from NPC sell orders. Used in manufacturing and research of certain items. These items are rarely a problem as they can be bought in large quantities off the market.